@@robertwyatt3912 That's just because people put more effort into pixel art than 3d animations anyway. It's like chun li in the 2d street fighters vs the 3d ones, the pixel art is way more interesting. You can still put that effort into a 3d animation though and the reality is 3d is easier to animate, increasingly so.
Hey Randy, Linear interpolation is great and all but you should look into some other forms of interpolation, over extension (in mild forms) can make things like attacks and taking hits feel just a bit more impactful and fluid! Some different kinds of interpolation can help achieve this affect, some of which are noted in the video that you showed here with the ragdoll bunny!
Would making the animations with any interpolation inside of Blender and then baking them into linear keyframes be a good way to go about it? I think that's the way most games do it.
As a programmer, I get overjoyed at the moments where you find the source of the bug and everything starts working, because I know how absolutely rapturous that feels. Stay strong 💪
have you ever coded a lot and it worked first try? i'm still waiting for this day to come, rn i'm always working one step at a time, so i don't have to search for my mistakes.
From Randy's blog: I’ve been backpacking since the start of 2022 and I’m slowling making my way around to a bunch of different countries to find a nice place for me to set up shop.
I will never program anything that goes beyond "Hello World!" levels, but I seriously like watching him work things out and win, even though I don't understand anything. Keep it up!
Randy’s channel feels like a long-form art piece, conveying the agonizing, frustrating process of a coding project, every small step forward comes with a new seemingly infinite set of new problems, with each solution seems to come with yet another seemingly infinite set of new problems, this recursive cycle continues as the insanity grows…seemingly forever…
If you want to get simply diffuse color in your GLTF files, change the shader of the materials in Blender to "Diffuse BSDF" instead of the default "Principled BSDF" (which is PBR) and then look at the resulting exported file
Randy: "I've spent a week implementing Navier-Stokes and I'm never making that mistake again" Also Randy: *spends months implementing 3D models and animations from scratch*
to be honest im confused, he constantly complains he wants to make a game but spends all his time re-inventing stuff that already has been written a thousand times...
Bummed out to hear you've stepped away from content creation man ... I understand it tho. It's probably quite a bit of pressure and work and if you'd rather spend your time differently, that's definitely your choice. Still. I'll miss your content. Those rage-fuelled pieces of programming insanity were incredibly entertaining to watch. Wish you the best with whatever you decide to try, mate.
Much nicer devlog than lost months! Putting in the extra effort of culling down the streams, having you talk and explain stuff and add visual helping elements really adds to the video being entertaining and easy to follow/understand :)
@@TheGreatProphecyi went on his blog to try and find out if this was true, and it's the most retarded blog i've ever seen. there're six posts. the first 5 posts, named "post 1" to "post 5" are all empty, and the sixth post, named "showcase deez nuts", is just lorem ipsum
If you watch from the very first DevVlog you can see that it's evolving, just backwards xD We know this work must be done so keep up the good work and never give up Randy!
I just watched dev vlog #1. And I believe your further ahead there then you are here. Amazing progress! Just how Randy likes to roll. Descending into madness
aye i know about the trip but Ima leave the bell on cause your content was gold randy bro. Hope to see ya back someday, Till then i wish ya the best and hope you find what you're looking for.
I've been watching the videos from the second channel without knowing it wasn't the main one. I felt like you were repeating yourself with all the animation process, and then it came to me that you were indeed, showing again all the the pain you had to surpass. Keep up the nice work!
Wow! Looking great! I've been a bit worried watching this series since pixel art isn't just downscaled 3d art. However, your use of cel shading is super effective!
Here's an idea: screw skinning, just treat limbs and parts of limbs like action figure parts, like they did in old 3D games like ocarina of time and virtua fighter. you don't need to do high poly super siqq mlg photorealistic skinning in order to render a 3 pixel slug
Yeah I'm a bit worried about the downscaling for the pixel art look - you lose so much control over the look, individually drawn 2d limbs would probably be more robust
@@olivander5171 When you're dealing with single frame steps and a handful of pixels, you really cant process the smoothness. The frame jumps in dead cells look abrupt if you slow them down, zoom in, and repeat them, but ones brain fills in the gaps. Good animation and smooth animation are two very different things anyway.
I'm one minute in realizing now that this is a video compiling all of the videos on your second channel about you making the animation system, and NOT you now having to redo it from scratch. God damn I was scared for a second.
I love these videos, the stuff on the second channel too. Not only are these videos goddamn hilarious. But your enthusiasm is inspiring. Keep up the amazing work. You have earned, as you Aussies say, my cheeky little subscription.
9:50 - don't worry Randy - I was halfway through peeling the egg shell off of my hard boiled egg - no chance of pressing that skip button, entirely at your mercy
Thanks for this video, it was really inspirational to see you finally succeed at something very similar to what I'm working on right now. I even learnt things, I thought 'smooth shading' was just a blender renderer thing too
I'm a gameplay programer with some experience and I'm so fucking impressed by your work. I'm following you for more than a year and the step you're taking is really great, so thank you for the inspiration ! I was always scared about digging throught low level stuff (Shader and engine parts) but seing your videos makes me make to understand it a bit more. Cheers from France and keep it up :)
he's still on youtube, just mentally ill. check his second channel randy the sequel (spoiler alert, he stopped working on arcana and is now making his own game engine)
I never contribute to people's patreons or whatever, but I just donated $5 on your website. I love your content even though I don't know the second thing about coding; it's just fun and inspiring to watch you keep driving. Keep it up dude
Thank you for being candid about tue whole experience. The polished tutorials of other RUclipsrs always make me feel like shit because it looks so effortless... But development is in reality an exercise in frustration and perseverance :)
I wanted to skip the SKillshare ad, but the man convinced me to watch it all. After that I've re-watched it on my phone, to make sure that I did not miss anything. Worth it.
It's kinda like living near a person building there own house,but they only have experience building furniture and just checking up on them seeing what new things they've done and new things they've learned
Unfortunately I can't catch the streams due to life/timezones. But watching the highlights on the other channel has been great, congratulations on sorting out your animation system and getting the shader setup!
Dude. Excellent Video. It must have been so satisfying to be stuck on this for so long and then have one thing after another fall in place. On the edge of my seat for the next one :)
the 3d/pixelart will still require a lot of work put into the key frames for the final sprite to look coherent. maybe applying the shader while you animate would speed up workflow in the future.
just c hash all elements of the quaternion C cell in the product vector to prevent inverse T-folds from occurring when the boundary of the looping range vector dot product go beyond the pre set valid state position array .
Whatever Randy is trying to accomplish, It's everything I've ever dreamt of. This honestly brings me a lot of motivation to follow his path, no matter how hard it's gonna be.
I didn’t realize until the comment from Thin Matrix this was going to require Quaternion knowledge. That’s a graduate/master’s level physics or engineering math class. Quaternions are used to mathematically control the rigid body motion of spacecraft as an example. Awesome insight into software engineering a game!
I see you're getting better at game development with each video. Now, how's your knowledge of game design? We got to get you some GDD (game design documents) whipped up ahead of time for prototyping gameplay. You can use the GRATIS (Goals, Rules, Actions, Transitions, Items, and Setup) to get a basic design principle ready.
I've never heard of this Acronym before, and looking it up on google I don't find anything, but it sounds really interesting! Do you have any links to material that explain this GRATIS more in depth?
@@KevinNijmeijer haha that's great! Yeah, it's something we were taught in my game design degree from full sail university. I've had to write up numerous docs for our classes. The GRATIS outline is pretty commonplace for us.
every time i watch your vids , i'm kinda thinking i want to dip my feet into making my own game engine , just so i learn few things that im interested in , and C , cuz why not so maybe in the next 7 years i'll have some thing , i'll be starting probably next year , cuz im busy with a different project im lookin forward to eventually play your game someday , keep up good work .
Just a little help....if you want to get good animation, video record you doing the moves (or find someone who can do parkour to them)....you can then edit the window down and pick your points for the bones during each frame. This will give you a much smoother natural look.
13:07 - you still switch this by hand? glTF can import animation stuff as well, and you don't need to flip something inside your code by hand. Only thing that needs to be done is parse .gltf json file and that's all. I working right now on this stuff and i almost have complete "gltf_format.h" header with only data structures in wich i describe basically all the objects in glTF specs.
The first 1,000 people to use this link will get a 1 month free trial of Skillshare: skl.sh/randall08211
no thanks
thanks big rando
Goddammit Randy, you finally got me. That Nate Drew course at 10:47 lured me into it. This is on you
I
what is your white sheep jacket called i want one ;)
Shader’s looking super good dude. Now I’ll be thinking about this video every time I struggle through another hand-made pixel art animation…
I've seen his livestreams while he was making this. The word struggle does not even begin to describe it. He has outdone himself.
@@milseq The highlights on the Randy Sequel channel are a good showcase of how frustrating this whole thing was lmao
Hand-made looks better 90% of the time anyway.
@@robertwyatt3912 at least it used to, but my boi randy wants to prove you goddamn wrong
@@robertwyatt3912 That's just because people put more effort into pixel art than 3d animations anyway. It's like chun li in the 2d street fighters vs the 3d ones, the pixel art is way more interesting. You can still put that effort into a 3d animation though and the reality is 3d is easier to animate, increasingly so.
Hey Randy, Linear interpolation is great and all but you should look into some other forms of interpolation, over extension (in mild forms) can make things like attacks and taking hits feel just a bit more impactful and fluid! Some different kinds of interpolation can help achieve this affect, some of which are noted in the video that you showed here with the ragdoll bunny!
latest thinmatrix vid i think covers some similar stuff!
Or even custom easing curves 😳
Slerp-slerp?
Would making the animations with any interpolation inside of Blender and then baking them into linear keyframes be a good way to go about it? I think that's the way most games do it.
@@LazyDuchess that would work too, I guess. Not as cool though
As a programmer, I get overjoyed at the moments where you find the source of the bug and everything starts working, because I know how absolutely rapturous that feels. Stay strong 💪
have you ever coded a lot and it worked first try?
i'm still waiting for this day to come, rn i'm always working one step at a time, so i don't have to search for my mistakes.
Even better when you think you know where the bug should be and it is exactly that! Makes you feel you actually know what's going on
i felt this when i fixed a bug in godot game engine, i felt like a god
still waiting on that review & merge tho ;_;
@@olivander5171 i have once, and it felt like I was the luckiest man in the world.
@@MrCome4fun i wish
From Randy's blog:
I’ve been backpacking since the start of 2022 and I’m slowling making my way around to a bunch of different countries to find a nice place for me to set up shop.
AKA thanks for the money suckers
I will never program anything that goes beyond "Hello World!" levels, but I seriously like watching him work things out and win, even though I don't understand anything. Keep it up!
living vicariously through someone else
Think about it too, the only time you ever coded was to force a computer to say Hello to you, it didn't even want to say it
@@DeWah Guess I made it my bitch. I feel dirty. Roko's Basilisk is coming for me.
So you have about the same level of understanding of what randy does as randy himself it seems
@tuukkanen games and gacha I don't use unity I just use sdl2 and raw c++ for that reason, for me unity is hard.
Its always nice seeing a new Randy upload because I can see how he will lose his mind this time around.
Keep up the grind champ
there won’t be no grind no more sadly :(
Randy’s channel feels like a long-form art piece, conveying the agonizing, frustrating process of a coding project, every small step forward comes with a new seemingly infinite set of new problems, with each solution seems to come with yet another seemingly infinite set of new problems, this recursive cycle continues as the insanity grows…seemingly forever…
Honestly, that’s how most creative projects go!
If you want to get simply diffuse color in your GLTF files, change the shader of the materials in Blender to "Diffuse BSDF" instead of the default "Principled BSDF" (which is PBR) and then look at the resulting exported file
From one solo Brissy developer to another, keep up the great work chief
why the fuck would you ever want to live in brissy? it's so hot!
Randy: "I've spent a week implementing Navier-Stokes and I'm never making that mistake again"
Also Randy: *spends months implementing 3D models and animations from scratch*
to be honest im confused, he constantly complains he wants to make a game but spends all his time re-inventing stuff that already has been written a thousand times...
@@iivarimokelainen its fun to do hard stuff 🤷♂️
@@iivarimokelainen also its explained in the video why he does it
@@iivarimokelainen maybe he just wants to be better than ur average dev
Can't wait for randy to overcome dynamic lighting, physics and object collisions
Bummed out to hear you've stepped away from content creation man ... I understand it tho. It's probably quite a bit of pressure and work and if you'd rather spend your time differently, that's definitely your choice.
Still. I'll miss your content. Those rage-fuelled pieces of programming insanity were incredibly entertaining to watch. Wish you the best with whatever you decide to try, mate.
Wait what did he say about this? I've been waiting for the new upload..
@@kevinp2225 He has a second channel, he has been uploading consistently there.
Much nicer devlog than lost months! Putting in the extra effort of culling down the streams, having you talk and explain stuff and add visual helping elements really adds to the video being entertaining and easy to follow/understand :)
1:50 Hey! That's me!
Aw shit, our boi went out to get some more milk. How goddamn far does Randy have to walk?
He moved to Indonesia lmao
yeah he actually quit youtube and did not say anything here, check out his website.
@@TheGreatProphecy rly? whoa. hope he is allright
@@TheGreatProphecyi went on his blog to try and find out if this was true, and it's the most retarded blog i've ever seen. there're six posts. the first 5 posts, named "post 1" to "post 5" are all empty, and the sixth post, named "showcase deez nuts", is just lorem ipsum
You ain’t fooling me Randy. These videos aren’t for us, they’re helping you to reinforce your understanding. Well played Randal
If you watch from the very first DevVlog you can see that it's evolving, just backwards xD
We know this work must be done so keep up the good work and never give up Randy!
I love how one line of code can literally be the root cause of eternal pain and suffering over a period of several days. Great video as always haha!
I just watched dev vlog #1. And I believe your further ahead there then you are here. Amazing progress! Just how Randy likes to roll. Descending into madness
aye i know about the trip but Ima leave the bell on cause your content was gold randy bro. Hope to see ya back someday, Till then i wish ya the best and hope you find what you're looking for.
We've come circle back to intimate lowkey video style, love it!
I've been watching the videos from the second channel without knowing it wasn't the main one. I felt like you were repeating yourself with all the animation process, and then it came to me that you were indeed, showing again all the the pain you had to surpass. Keep up the nice work!
Yeah. "Let's make a game engine" always ends up like this. Don't worry, you can do it.
Wow! Looking great!
I've been a bit worried watching this series since pixel art isn't just downscaled 3d art. However, your use of cel shading is super effective!
Here's an idea: screw skinning, just treat limbs and parts of limbs like action figure parts, like they did in old 3D games like ocarina of time and virtua fighter. you don't need to do high poly super siqq mlg photorealistic skinning in order to render a 3 pixel slug
Yeah I'm a bit worried about the downscaling for the pixel art look - you lose so much control over the look, individually drawn 2d limbs would probably be more robust
@@Zolbat 2d limbs dont look as natural & smooth though
@@olivander5171 yeah everything is a tradeoff
I started doing pixel art 2 months ago and i don't see the point of making 3D animation just to convert it to 2D pixel art
@@olivander5171 When you're dealing with single frame steps and a handful of pixels, you really cant process the smoothness. The frame jumps in dead cells look abrupt if you slow them down, zoom in, and repeat them, but ones brain fills in the gaps.
Good animation and smooth animation are two very different things anyway.
eyyy you know? that was a good sell. monthly highlights sounds interesting! subbed
Congrats! Must feel awesome to get that finally working!
If you are wandering where he is, he's back in his second channel Randy, the Sequel
I'm proud of you Randy. I actually feel happy for you, watching the struggle and now seeing the result paying off is really uplifting.
Keep up bro
Awesome video. Happy to see the progress you are making. Loving the Kurzgesagt poster in the background :)
Amazing, enjoyed every second of this video. Heck, even you seemed happier in this video. Love your work and this series.
I'm one minute in realizing now that this is a video compiling all of the videos on your second channel about you making the animation system, and NOT you now having to redo it from scratch. God damn I was scared for a second.
Insane to see the Progress, its always a nice pleasure to take my daily break and see that you uploaded a new devlog.
I love these videos, the stuff on the second channel too. Not only are these videos goddamn hilarious. But your enthusiasm is inspiring. Keep up the amazing work. You have earned, as you Aussies say, my cheeky little subscription.
I dont even understand half the stuff you talk about but its hilarious and awesome format. Keep it up from your mate in florida
Lovely results there, Randy :)
Felt proud of you :D
9:50 - don't worry Randy - I was halfway through peeling the egg shell off of my hard boiled egg - no chance of pressing that skip button, entirely at your mercy
Thanks for this video, it was really inspirational to see you finally succeed at something very similar to what I'm working on right now. I even learnt things, I thought 'smooth shading' was just a blender renderer thing too
I'm a gameplay programer with some experience and I'm so fucking impressed by your work. I'm following you for more than a year and the step you're taking is really great, so thank you for the inspiration ! I was always scared about digging throught low level stuff (Shader and engine parts) but seing your videos makes me make to understand it a bit more.
Cheers from France and keep it up :)
oh god oh fuck he’s gaining sentience
Hey man, really enjoying the structure of these videos. Really informative, educational and humorous. Editing it great too.
Miss you buddy.
he's still on youtube, just mentally ill. check his second channel randy the sequel (spoiler alert, he stopped working on arcana and is now making his own game engine)
I love how I can date the streams I've been at by the problems Randy encounters and solves.
I love seeing skullduggery pleasant in the background. I need to start my tenth re-read…
6:49 Glad to know I'm helping out with your project. I'll be expecting my paycheck soon!
I never contribute to people's patreons or whatever, but I just donated $5 on your website. I love your content even though I don't know the second thing about coding; it's just fun and inspiring to watch you keep driving. Keep it up dude
actually proud of you that you pulled through and succeeded! good good job mate
Congrats man. I've really enjoyed following your journey from yeeting your entire codebase multiple times to the glorious v3_origin moment. :D
I love your energy. Keep it up - you're helping me stay focused!
Thank you for being candid about tue whole experience. The polished tutorials of other RUclipsrs always make me feel like shit because it looks so effortless... But development is in reality an exercise in frustration and perseverance :)
randy in the next video
hey guys its been nine months
10
Alway love your videos, and especially inspiring with the context after hearing your interview with cherno
This is looks very awesome! To make this it takes so much time, so congratulations!
Its amazing how much personality he can inject into these videos.
I just love watching your progress man. Godspeed o7
0:39 is that the Skulduggery Pleasant book series on the bottom right corner of the shelf ? Looks like book 3 the faceless ones
I wanted to skip the SKillshare ad, but the man convinced me to watch it all. After that I've re-watched it on my phone, to make sure that I did not miss anything. Worth it.
how i've only just realised you're australian, beats me. but it makes me feel special cause i know what an EB Games is
It's kinda like living near a person building there own house,but they only have experience building furniture and just checking up on them seeing what new things they've done and new things they've learned
10:39 I see another man of culture with those books in the bottom right there, hell yeah.
Unfortunately I can't catch the streams due to life/timezones. But watching the highlights on the other channel has been great, congratulations on sorting out your animation system and getting the shader setup!
Dude. Excellent Video. It must have been so satisfying to be stuck on this for so long and then have one thing after another fall in place. On the edge of my seat for the next one :)
Randy, been following for a while just aped into a wait for it..... $5 pm contribution. God speed
the 3d/pixelart will still require a lot of work put into the key frames for the final sprite to look coherent. maybe applying the shader while you animate would speed up workflow in the future.
good recommendation
...and Randy was never heard from again.
Check his second channel!
Awesome video as always Randy!
Another spectacular display my dear Randall
Great video randy! Love it
Aww yeah 3 am upload!! Have to watch this gold
Did he delete his latest videos?
Eyy congrats my dude ^^
It is so heartwarming to see that after those 3 months of hard creative work it starts to work. Great job Randy
Sebastian Lague appearing in Randy's video is the crossover I've been waiting for
just c hash all elements of the quaternion C cell in the product vector to prevent inverse T-folds from occurring when the boundary of the looping range vector dot product go beyond the pre set valid state position array .
Whatever Randy is trying to accomplish, It's everything I've ever dreamt of. This honestly brings me a lot of motivation to follow his path, no matter how hard it's gonna be.
this dude talks like an anime protagonist
that calendar of your life in the background is giving me an existential crisis.
This video Wasss SOOO Good, Love your videos :)
Imagine streaming on the same platform that you release videos on. That'd be mental....
9:45 is that skulduggery Pleasant i see in the corner?
I didn’t realize until the comment from Thin Matrix this was going to require Quaternion knowledge. That’s a graduate/master’s level physics or engineering math class. Quaternions are used to mathematically control the rigid body motion of spacecraft as an example. Awesome insight into software engineering a game!
I see you're getting better at game development with each video. Now, how's your knowledge of game design? We got to get you some GDD (game design documents) whipped up ahead of time for prototyping gameplay. You can use the GRATIS (Goals, Rules, Actions, Transitions, Items, and Setup) to get a basic design principle ready.
I've never heard of this Acronym before, and looking it up on google I don't find anything, but it sounds really interesting! Do you have any links to material that explain this GRATIS more in depth?
I'd love some more info as well! Do link any reading materials you can provide cuz I wanna get my feet wet with some game dev
As a Dutch person, all I find when looking for "Gratis game design" is weird "free" game making software 😂 (Gratis means free in Dutch)
@@KevinNijmeijer haha that's great! Yeah, it's something we were taught in my game design degree from full sail university. I've had to write up numerous docs for our classes. The GRATIS outline is pretty commonplace for us.
here's a link to the outline:
docs.google.com/document/d/19b9kI8ZzPLhNxce3nBN5xm3DYiY0rx6U59rE9F1fGhI/edit?usp=sharing
After watching Randy get defeated for so long, to see this video where everything just worked was so satisfying. Can't wait for the next devlog!
I really like your editing!
Randy your vids are the only ones i watch the baked in adds, keep it up brother
He struggled so much with this that he ran out of hair to pull out, damn.
Amazing Work! 8:16 Used Spline Interpolation for smoother, but also more cpu-costly ipol. It kinda needs 4 points though^.
1:54 I nearly spat my potato chips out
I like how you cut the store pictures so it still says EB games.
Oh how far you've come, Randall
miss you randy. i hope you’re doing well mate. wishing you good tidings from los angeles
oh shit this isn't the sequel
every time i watch your vids , i'm kinda thinking i want to dip my feet into making my own game engine , just so i learn few things that im interested in , and C , cuz why not
so maybe in the next 7 years i'll have some thing , i'll be starting probably next year , cuz im busy with a different project
im lookin forward to eventually play your game someday , keep up good work .
fun fact, I had an EB games near me (in the US). It was promptly replaced by a GameStop. Not entirely convinced it's not some kind of conspiracy
Fucking amazing video as always!!!
I don’t get how you are able to keep pushing through even if you encounter the biggest issues… big love man 🙏❤️
Mate you're a bloody legend I don't know jack about game design but your videos are awesome.
Just a little help....if you want to get good animation, video record you doing the moves (or find someone who can do parkour to them)....you can then edit the window down and pick your points for the bones during each frame. This will give you a much smoother natural look.
13:07 - you still switch this by hand? glTF can import animation stuff as well, and you don't need to flip something inside your code by hand. Only thing that needs to be done is parse .gltf json file and that's all. I working right now on this stuff and i almost have complete "gltf_format.h" header with only data structures in wich i describe basically all the objects in glTF specs.
but Randy... shouldnt you be working on the core gameplay loop?
Your "Life Calendar"...makes me a little ANXIOUS 😂 (cause carpe diem and all that stuff)